Using reference materials

You know it doesn't matter what part of the production process you're currently working on, the modeling, the lighting,the animation, your goal will always be to create something that will make your audience believe.Believe that what they are looking at is real and not just something that was slapped together on a computer.And that getting them to buy in thing isn't so easy. You see the level of acceptability is so high now that your audienceis pretty much expecting lifelike photorealism in everything you create.Now how do you do that?Well first, you got to know your software inside and out. You never want that to hold you back.

And secondly you got to grab as many resources as you can for reference.Photos, sketch drawings, video tape, it doesn't matter. It's all great for using as a reference.Think about this. If I wanted to model the hands on a character, wouldn't it make sense to take a picture to help me along?Same would hold true for sculpting the details of an ear.If I wanted to model say, a power drill, I'd do my best to find a picture of one.Same would go for creating something like an old beat-up dumpster.Nothing is ever better than using a real world reference to guide your way.

If I was trying to create a realistic skin for an object like maybe an old beat-up fire hydrant.Why not find a picture that could help me out?If I was trying to create a certain lighting effect for a scene, wouldn't it make sense to use a reference?And it certainly carries over to when you animate.How does a puppy look as it runs across the park?I wouldn't take it to chance. I would grab a video camera and shoot some footage.That would definitely make my job easier.So there are all kinds of reasons to use a reference and all kinds of references to use,real objects, photographs, video tape.

Even a mirror if I wanted to create let's say a certain facial gesture.So bottom line: do yourself a favor.Always take advantage of whatever you can get your hands on. It's not cheating.It's working smart.

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6/27/2008

As the most widely used 3D animation software in the world, 3ds Max is capable of creating stunning visual effects for a broad range of purposes. It can be used to create effects for everything from video games and feature films to architectural walkthroughs and mechanical designs. In 3ds Max 2009 Essential Training, instructor Steve Nelle provides a thorough introduction to the principles of 3D modeling, while also sharing practical techniques that experienced users can apply to their own workflows. Steve establishes the principles and best practices of the 3D production process, introduces the 3ds Max interface, and explores modeling in depth. He also demonstrates how to create and transform primitive objects, use specific modeling techniques, work at the sub-object level, and apply a variety of modifiers. Example files accompany the course.

Special Note: Further 3ds Max 2009 features, such as materials, lighting, cameras, animation, and rendering, will be covered in 3ds Max 2009 Beyond the Basics, coming soon.